Mercurial > hg > early-roguelike
view xrogue/init.c @ 134:cfa9d1609b78
xrogue: fix definition of struct delayed_action.
Arrays of struct delayed_action were declared before the definition.
Also, daemon.c and state.c defined it differently. The state.c
definition, in which d_arg is a union, is now used everywhere.
This is the least bad option, but fuses and daemons are still a
disheartening morass that undoubtedly shelters more bugs.
author | John "Elwin" Edwards |
---|---|
date | Tue, 21 Apr 2015 10:11:02 -0400 |
parents | e6179860cb76 |
children | ce0cf824c192 |
line wrap: on
line source
/* init.c - global variable initializaton XRogue: Expeditions into the Dungeons of Doom Copyright (C) 1991 Robert Pietkivitch All rights reserved. Based on "Advanced Rogue" Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T All rights reserved. Based on "Rogue: Exploring the Dungeons of Doom" Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman All rights reserved. See the file LICENSE.TXT for full copyright and licensing information. */ #include <curses.h> #include <ctype.h> #include "rogue.h" #include "mach_dep.h" /* * If there is any news, put it in a character string and assign it to * rogue_news. Otherwise, assign NULL to rogue_news. */ static char *rogue_news = "Enter a number within the minimum and maximum \ range. When satisfied with your choices, enter a 'y'. For help at any \ other time enter a '?' or a '='."; /* replace the above line with this when descriptions are done */ /* other time enter a '?' or a '='. For character and item descriptions \ enter a '\\' on any other screen."; */ struct words rainbow[NCOLORS] = { "Amber", "Aquamarine", "Beige", "Black", "Blue", "Brown", "Clear", "Crimson", "Ecru", "Gold", "Green", "Grey", "Indigo", "Khaki", "Lavender", "Magenta", "Orange", "Pink", "Plaid", "Purple", "Red", "Silver", "Saffron", "Scarlet", "Tan", "Tangerine", "Topaz", "Turquoise", "Vermilion", "Violet", "White", "Yellow", }; struct words sylls[NSYLLS] = { "a", "ae", "ak", "an", "ax", "ach", "ano", "ars", "bha", "bar", "bre", "cha", "cre", "cum", "cow", "duh", "dha", "e", "ea", "em", "et", "ey", "eck", "etk", "egg", "exl", "fu", "fen", "fid", "gan", "gle", "h", "ha", "hr", "ht", "how", "hex", "hip", "hoc", "i", "ia", "ig", "it", "iz", "ion", "ink", "ivi", "iss", "je", "jin", "jha", "jyr", "ka", "kho", "kal", "kli", "lu", "lre", "lta", "lri", "m", "ma", "mh", "mi", "mr", "mar", "myr", "moh", "mul", "nep", "nes", "o", "oc", "om", "oq", "ox", "orn", "oxy", "olm", "ode", "po", "pie", "pod", "pot", "qar", "que", "ran", "rah", "rok", "sa", "sat", "sha", "sol", "sri", "ti", "tem", "tar", "tki", "tch", "tox", "u", "ub", "uh", "ur", "uv", "unk", "uwh", "ugh", "uyr", "va", "vil", "vit", "vom", "vux", "wah", "wex", "xu", "xed", "xen", "ya", "yep", "yih", "zef", "zen", "zil", "zym", "-" }; struct words stones[NSTONES] = { "Agate", "Alexandrite", "Amethyst", "Azurite", "Bloodstone", "Cairngorm", "Carnelian", "Chalcedony", "Chrysoberyl", "Chrysolite", "Chrysoprase", "Citrine", "Coral", "Diamond", "Emerald", "Garnet", "Heliotrope", "Hematite", "Hyacinth", "Jacinth", "Jade", "Jargoon", "Jasper", "Kryptonite", "Lapis lazuli", "Malachite", "Mocca stone", "Moonstone", "Obsidian", "Olivine", "Onyx", "Opal", "Pearl", "Peridot", "Quartz", "Rhodochrosite", "Rhodolite", "Ruby", "Sapphire", "Sardonyx", "Serpentine", "Spinel", "Tiger eye", "Topaz", "Tourmaline", "Turquoise", "Zircon", }; struct words wood[NWOOD] = { "Avocado wood", "Balsa", "Banyan", "Birch", "Cedar", "Cherry", "Cinnabar", "Dogwood", "Driftwood", "Ebony", "Eucalyptus", "Hemlock", "Ironwood", "Mahogany", "Manzanita", "Maple", "Oak", "Pine", "Redwood", "Rosewood", "Teak", "Walnut", "Aloe", "Sandalwood", }; struct words metal[NMETAL] = { "Aluminium", "Bone", "Brass", "Bronze", "Copper", "Chromium", "Iron", "Lead", "Magnesium", "Pewter", "Platinum", "Silver", "Steel", "Tin", "Titanium", "Zinc", }; /* * make sure all the percentages specified in the tables add up to the * right amounts */ badcheck(name, magic, bound) char *name; register struct magic_item *magic; register int bound; { register struct magic_item *end; if (magic[bound - 1].mi_prob == 1000) return; printf("\nBad percentages for %s:\n", name); for (end = &magic[bound] ; magic < end ; magic++) printf("%4d%% %s\n", magic->mi_prob, magic->mi_name); printf(retstr); fflush(stdout); while (getchar() != '\n') continue; } /* * init_colors: * Initialize the potion color scheme for this time */ init_colors() { register int i; register char *str; for (i = 0 ; i < MAXPOTIONS ; i++) { do str = rainbow[rnd(NCOLORS)].w_string; until (isupper(*str)); *str = tolower(*str); p_colors[i] = str; p_know[i] = FALSE; p_guess[i] = NULL; if (i > 0) p_magic[i].mi_prob += p_magic[i-1].mi_prob; } badcheck("potions", p_magic, MAXPOTIONS); } /* * do any initialization for food */ init_foods() { register int i; for (i=0; i < MAXFOODS; i++) { if (i > 0) foods[i].mi_prob += foods[i-1].mi_prob; } badcheck("foods", foods, MAXFOODS); } /* * init_materials: * Initialize the construction materials for wands and staffs */ init_materials() { register int i; register char *str; for (i = 0 ; i < MAXSTICKS ; i++) { do if (rnd(100) > 50) { str = metal[rnd(NMETAL)].w_string; if (isupper(*str)) ws_type[i] = "wand"; } else { str = wood[rnd(NWOOD)].w_string; if (isupper(*str)) ws_type[i] = "staff"; } until (isupper(*str)); *str = tolower(*str); ws_made[i] = str; ws_know[i] = FALSE; ws_guess[i] = NULL; if (i > 0) ws_magic[i].mi_prob += ws_magic[i-1].mi_prob; } badcheck("sticks", ws_magic, MAXSTICKS); } /* * do any initialization for miscellaneous magic */ init_misc() { register int i; for (i=0; i < MAXMM; i++) { m_know[i] = FALSE; m_guess[i] = NULL; if (i > 0) m_magic[i].mi_prob += m_magic[i-1].mi_prob; } badcheck("miscellaneous magic", m_magic, MAXMM); } /* * init_names: * Generate the names of the various scrolls */ init_names() { register int nsyl; register char *cp, *sp; register int i, nwords; for (i = 0 ; i < MAXSCROLLS ; i++) { cp = prbuf; nwords = rnd(cols/20) + 1 + (cols > 40 ? 1 : 0); while(nwords--) { nsyl = rnd(5)+1; while(nsyl--) { sp = sylls[rnd(NSYLLS)].w_string; while(*sp) *cp++ = *sp++; } *cp++ = ' '; } *--cp = '\0'; s_names[i] = (char *) new(strlen(prbuf)+1); s_know[i] = FALSE; s_guess[i] = NULL; strcpy(s_names[i], prbuf); if (i > 0) s_magic[i].mi_prob += s_magic[i-1].mi_prob; } badcheck("scrolls", s_magic, MAXSCROLLS); } /* * init_player: * roll up the rogue */ init_player() { int stat_total, round = 0, minimum, maximum, ch, i, j = 0; short do_escape, *our_stats[NUMABILITIES-1]; struct linked_list *weap_item, *armor_item, *food_item; struct object *obj; weap_item = armor_item = food_item = NULL; if (char_type == -1) { /* not set via options */ /* See what type character will be */ wclear(hw); touchwin(hw); wmove(hw,2,0); for(i=1; i<=NUM_CHARTYPES-1; i++) { wprintw(hw,"[%d] %s\n",i,char_class[i-1].name); } mvwaddstr(hw, 0, 0, "What character class do you desire? "); draw(hw); char_type = (wgetch(hw) - '0'); while (char_type < 1 || char_type > NUM_CHARTYPES-1) { wmove(hw,0,0); wprintw(hw,"Please enter a character type between 1 and %d: ", NUM_CHARTYPES-1); draw(hw); char_type = (wgetch(hw) - '0'); } char_type--; } player.t_ctype = char_type; player.t_quiet = 0; pack = NULL; /* Select the gold */ purse = 3000; switch (player.t_ctype) { case C_FIGHTER: purse += 200; when C_MAGICIAN: case C_CLERIC: case C_DRUID: purse += 100; when C_THIEF: case C_ASSASSIN: purse += 0; when C_RANGER: case C_PALADIN: purse -= 100; when C_MONK: purse -= 200; } /* * allow me to describe a super character */ /* let's lessen the restrictions on this okay? */ if (wizard && strcmp(getenv("SUPER"),"YES") == 0) { pstats.s_str = MAXATT; pstats.s_intel = MAXATT; pstats.s_wisdom = MAXATT; pstats.s_dext = MAXATT; pstats.s_const = MAXATT; pstats.s_charisma = MAXATT; pstats.s_exp = 10000000L; pstats.s_lvl = 1; pstats.s_lvladj = 0; pstats.s_hpt = 500; pstats.s_carry = totalenc(&player); strcpy(pstats.s_dmg,"4d8"); check_level(); wmove(hw,0,0); wclrtoeol(hw); draw(hw); mpos = 0; /* set quest item */ if(player.t_ctype == C_FIGHTER) quest_item = AXE_AKLAD; if(player.t_ctype == C_RANGER) quest_item = BRIAN_MANDOLIN; if(player.t_ctype == C_PALADIN) quest_item = HEIL_ANKH; if(player.t_ctype == C_MAGICIAN) quest_item = STONEBONES_AMULET; if(player.t_ctype == C_CLERIC) quest_item = GERYON_HORN; if(player.t_ctype == C_THIEF) quest_item = MUSTY_DAGGER; if(player.t_ctype == C_ASSASSIN) quest_item = EYE_VECNA; if(player.t_ctype == C_DRUID) quest_item = QUILL_NAGROM; if(player.t_ctype == C_MONK) quest_item = EMORI_CLOAK; /* armor */ if (player.t_ctype == C_THIEF || player.t_ctype == C_ASSASSIN) j = STUDDED_LEATHER; else if (player.t_ctype == C_MONK) { armor_item = spec_item(MM, MM_BRACERS, 20, 0); obj = OBJPTR(armor_item); obj->o_weight = things[TYP_MM].mi_wght; whatis (armor_item); /* identify it */ obj->o_flags |= (ISKNOW | ISPROT); add_pack(armor_item, TRUE); cur_misc[WEAR_BRACERS] = obj; goto w_armorjmp; } else j = PLATE_ARMOR; armor_item = spec_item(ARMOR, j, 20, 0); obj = OBJPTR(armor_item); obj->o_weight = armors[j].a_wght; obj->o_flags |= (ISKNOW | ISPROT); add_pack(armor_item, TRUE); cur_armor = obj; w_armorjmp: /* monk doesn't wear armor */ /* weapons */ if (player.t_ctype == C_THIEF || player.t_ctype == C_ASSASSIN || player.t_ctype == C_MONK) j = BASWORD; else if (player.t_ctype == C_FIGHTER || player.t_ctype == C_RANGER || player.t_ctype == C_PALADIN) j = TWOSWORD; else j = TRIDENT; weap_item = spec_item(WEAPON, j, 20, 20); obj = OBJPTR(weap_item); obj->o_flags |= (ISKNOW | ISPROT); obj->o_weight = weaps[j].w_wght; add_pack(weap_item, TRUE); cur_weapon = obj; /* food */ food_item = spec_item(FOOD, E_RATION, 0, 0); obj = OBJPTR(food_item); obj->o_flags |= ISKNOW; obj->o_weight = foods[TYP_FOOD].mi_wght; add_pack(food_item, TRUE); /* just one */ /* give wizard plenty gold */ purse = 50000; } else /* default attributes checked */ { if (def_attr == TRUE) { /* "default" option used in ROGUEOPTS */ switch(player.t_ctype) { /* set "default attributes" option and quest items here */ case C_FIGHTER: case C_MONK: pstats.s_intel = 7; pstats.s_dext = 16; pstats.s_charisma = 11; if (player.t_ctype == C_FIGHTER) { pstats.s_str = 16; pstats.s_wisdom = 7; pstats.s_const = 17; quest_item = AXE_AKLAD; } else { pstats.s_str = 11; pstats.s_wisdom = 11; pstats.s_const = 18; quest_item = EMORI_CLOAK; } when C_RANGER: case C_PALADIN: pstats.s_str = 11; pstats.s_dext = 16; pstats.s_const = 16; pstats.s_charisma = 13; /* intelligence or wisdom */ if (player.t_ctype == C_RANGER) { pstats.s_intel = 11; pstats.s_wisdom = 7; quest_item = BRIAN_MANDOLIN; } else { pstats.s_intel = 7; pstats.s_wisdom = 11; quest_item = HEIL_ANKH; } when C_THIEF: case C_ASSASSIN: pstats.s_intel = 7; pstats.s_str = 14; pstats.s_wisdom = 7; pstats.s_dext = 18; pstats.s_const = 17; pstats.s_charisma = 11; if (player.t_ctype == C_THIEF) quest_item = MUSTY_DAGGER; else quest_item = EYE_VECNA; when C_MAGICIAN: case C_CLERIC: case C_DRUID: pstats.s_str = 10; pstats.s_dext = 16; pstats.s_const = 15; pstats.s_charisma = 12; /* intelligence & wisdom */ if (player.t_ctype == C_MAGICIAN) { pstats.s_intel = 14; pstats.s_wisdom = 7; } else { pstats.s_intel = 7; pstats.s_wisdom = 14; } if (player.t_ctype == C_MAGICIAN) quest_item = STONEBONES_AMULET; else if (player.t_ctype == C_CLERIC) quest_item = GERYON_HORN; else quest_item = QUILL_NAGROM; } /* Intialize */ pstats.s_exp = 0L; pstats.s_lvl = 1; pstats.s_lvladj = 0; pstats.s_exp = 0L; strcpy(pstats.s_dmg,"2d4"); pstats.s_carry = totalenc(&player); check_level(); wmove(hw,0,0); wclrtoeol(hw); draw(hw); mpos = 0; /* Get the hit points. */ pstats.s_hpt = 12 + const_bonus(); /* Base plus bonus */ /* Add in the component that varies according to class */ pstats.s_hpt += char_class[player.t_ctype].hit_pts; /* dole out some armor */ if (player.t_ctype == C_THIEF || player.t_ctype == C_ASSASSIN) j = STUDDED_LEATHER; else if (player.t_ctype == C_FIGHTER || player.t_ctype == C_RANGER || player.t_ctype == C_PALADIN) { switch (rnd(4)) { case 0: j = PLATE_ARMOR; when 1: j = PLATE_MAIL; when 2: case 3: j = BANDED_MAIL; } } else if (player.t_ctype == C_MONK) { if (rnd(3) == 0) j = MM_PROTECT; else j = MM_BRACERS; armor_item = spec_item(MM, j, rnd(125)/60+3, 0); obj = OBJPTR(armor_item); obj->o_weight = things[TYP_MM].mi_wght; whatis (armor_item); /* identify it */ obj->o_flags |= ISKNOW; add_pack(armor_item, TRUE); goto p_armorjmp; } else { /* other characters */ switch (rnd(7)) { case 0: j = PLATE_MAIL; when 1: case 2: j = BANDED_MAIL; when 3: case 4: j = SPLINT_MAIL; when 5: case 6: j = PADDED_ARMOR; } } armor_item = spec_item(ARMOR, j, rnd(100)/85, 0); obj = OBJPTR(armor_item); obj->o_weight = armors[j].a_wght; obj->o_flags |= ISKNOW; add_pack(armor_item, TRUE); p_armorjmp: /* monk doesn't wear armor */ /* give him a weapon */ if (player.t_ctype == C_THIEF || player.t_ctype == C_ASSASSIN || player.t_ctype == C_MONK) { switch (rnd(5)) { case 0: j = BASWORD; when 1: case 2: j = TRIDENT; when 3: case 4: j = BARDICHE; } } else if (player.t_ctype == C_FIGHTER || player.t_ctype == C_RANGER || player.t_ctype == C_PALADIN) { switch (rnd(5)) { case 0: j= TWOSWORD; when 1: case 2: j= TRIDENT; when 3: case 4: j= SWORD; } } else { switch (rnd(7)) { case 0: j = TRIDENT; when 1: case 2: j = SWORD; when 3: case 4: j = BARDICHE; when 5: j = MACE; when 6: j = SPETUM; } } weap_item = spec_item(WEAPON, j, rnd(155)/75, rnd(165)/80); obj = OBJPTR(weap_item); obj->o_weight = weaps[j].w_wght; obj->o_flags |= ISKNOW; add_pack(weap_item, TRUE); /* food rations */ food_item = spec_item(FOOD, E_RATION, 0, 0); obj = OBJPTR(food_item); obj->o_weight = foods[TYP_FOOD].mi_wght; obj->o_flags |= ISKNOW; add_pack(food_item, TRUE); /* give him some fruit - coose from those w/o special effects */ switch (rnd(6)) { case 0: j = E_BANANA; when 1: j = E_BLUEBERRY; when 2: j = E_ELDERBERRY; when 3: j = E_GUANABANA; when 4: j = E_CAPRIFIG; when 5: j = E_GOOSEBERRY; } food_item = spec_item(FOOD, j, 0, 0); obj = OBJPTR(food_item); obj->o_weight = foods[TYP_FOOD].mi_wght; obj->o_flags |= ISKNOW; add_pack(food_item, TRUE); /* adjust purse */ purse = 2000; } else { /* select attibutes */ switch(player.t_ctype) { case C_FIGHTER: round = A_STRENGTH; when C_RANGER: round = A_CHARISMA; when C_PALADIN: round = A_CHARISMA; when C_MAGICIAN: round = A_INTELLIGENCE; when C_CLERIC: round = A_WISDOM; when C_THIEF: round = A_DEXTERITY; when C_ASSASSIN: round = A_DEXTERITY; when C_DRUID: round = A_WISDOM; when C_MONK: round = A_CONSTITUTION; } do { wclear(hw); /* If there is any news, display it */ if (rogue_news) { register int i; /* Print a separator line */ wmove(hw, 12, 0); for (i=0; i<cols; i++) waddch(hw, '-'); /* Print the news */ mvwaddstr(hw, 14, 0, rogue_news); } stat_total = MAXSTATS; do_escape = FALSE; /* No escape seen yet */ /* Initialize abilities */ pstats.s_intel = 0; pstats.s_str = 0; pstats.s_wisdom = 0; pstats.s_dext = 0; pstats.s_const = 0; pstats.s_charisma = 0; /* Initialize pointer into abilities */ our_stats[A_INTELLIGENCE] = &pstats.s_intel; our_stats[A_STRENGTH] = &pstats.s_str; our_stats[A_WISDOM] = &pstats.s_wisdom; our_stats[A_DEXTERITY] = &pstats.s_dext; our_stats[A_CONSTITUTION] = &pstats.s_const; /* Let player distribute attributes */ for (i=0; i<NUMABILITIES-1; i++) { wmove(hw, 2, 0); wprintw(hw, "You are creating a %s with %2d attribute points.", char_class[player.t_ctype].name, stat_total); /* * Player must have a minimum of 7 in any attribute and 11 in * the player's primary attribute. */ minimum = (round == i ? 11 : 7); /* Subtract out remaining minimums */ maximum = stat_total - (7 * (NUMABILITIES-1 - i)); /* Subtract out remainder of profession minimum (11 - 7) */ if (round > i) maximum -= 4; /* Maximum can't be greater than 18 */ if (maximum > 18) maximum = 18; wmove(hw, 4, 0); wprintw(hw, "Minimum: %2d; Maximum: %2d (%s corrects previous entry)", minimum, maximum, unctrl('\b')); wmove(hw, 6, 0); wprintw(hw, " Int: %-2d", pstats.s_intel); wprintw(hw, " Str: %-2d", pstats.s_str); wprintw(hw, " Wis: %-2d", pstats.s_wisdom); wprintw(hw, " Dex: %-2d", pstats.s_dext); wprintw(hw, " Con: %-2d", pstats.s_const); wprintw(hw, " Cha: %-2d", pstats.s_charisma); wclrtoeol(hw); wmove(hw, 6, 11*i + 9); if (do_escape == FALSE) draw(hw); /* Get player's input */ if (do_escape || maximum == minimum) { *our_stats[i] = maximum; stat_total -= maximum; } else for (;;) { ch = wgetch(hw); if (ch == '\b') { /* Backspace */ if (i == 0) continue; /* Can't move back */ else { stat_total += *our_stats[i-1]; *our_stats[i] = 0; *our_stats[i-1] = 0; i -= 2; /* Back out */ break; } } if (ch == '\033') { /* Escape */ /* * Escape will result in using all maximums for * remaining abilities. */ do_escape = TRUE; *our_stats[i] = maximum; stat_total -= maximum; break; } /* Do we have a legal digit? */ if (ch >= '0' && ch <= '9') { ch -= '0'; /* Convert it to a number */ *our_stats[i] = 10 * *our_stats[i] + ch; /* Is the number in range? */ if (*our_stats[i] >= minimum && *our_stats[i] <= maximum) { stat_total -= *our_stats[i]; break; } /* * If it's too small, get more - 1x is the only * allowable case. */ if (*our_stats[i] < minimum && *our_stats[i] == 1) { /* Print the player's one */ waddch(hw, '1'); draw(hw); continue; } } /* Error condition */ putchar('\007'); *our_stats[i] = 0; i--; /* Rewind */ break; } } /* Discard extra points over 18 */ if (stat_total > 18) stat_total = 18; /* Charisma gets what's left */ pstats.s_charisma = stat_total; /* Intialize constants */ pstats.s_lvl = 1; pstats.s_lvladj = 0; pstats.s_exp = 0L; strcpy(pstats.s_dmg,"2d4"); pstats.s_carry = totalenc(&player); /* Get the hit points. */ pstats.s_hpt = 12 + const_bonus(); /* Base plus bonus */ /* Add in the component that varies according to class */ pstats.s_hpt += char_class[player.t_ctype].hit_pts; /* Display the character */ wmove(hw, 2, 0); wprintw(hw,"You are creating a %s.", char_class[player.t_ctype].name); wclrtoeol(hw); /* Get rid of max/min line */ wmove(hw, 4, 0); wclrtoeol(hw); wmove(hw, 6, 0); wprintw(hw, " Int: %2d", pstats.s_intel); wprintw(hw, " Str: %2d", pstats.s_str); wprintw(hw, " Wis: %2d", pstats.s_wisdom); wprintw(hw, " Dex: %2d", pstats.s_dext); wprintw(hw, " Con: %2d", pstats.s_const);